Rotting Wind

Large undead, neutral evil

Armor Class

15

Hit Points

82 (11d10 + 22)

Speed

0 ft., fly 60 ft. (hover)

STR

14 (+2)

DEX

20 (+5)

CON

15 (+2)

INT

7 (-2)

WIS

12 (+1)

CHA

10 (+0)

Damage Immunities

necrotic, poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

blindsight 60 ft. (blind beyond this), passive Perception 10

Languages

--

Challenge

6 (2300 XP)

Air Form. The rotting wind can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Befouling Presence. All normal plant life and liquid in the same space as a rotting wind at the end of the wind’s turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable.

Invisibility. The rotting wind is invisible as per a greater invisibility spell.

Actions

Wind of Decay. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.

large
undead
cr6
tome-of-beasts